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https://github.com/CHOMPStation2/CHOMPStation2.git
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Bug fixing, improvements to furniture, jukebox change
Made casino jukebox music finally only appear on its proper jukebox made tiles have material variable, allowing recovery of carpets from padding made carpets give padding different colors made stools also benefit from colored padding Made modular sofas able to be made from plasteel and plastic
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@@ -102,9 +102,11 @@
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user.drop_from_inventory(C)
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qdel(C)
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return
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var/padding_type //This is awful but it needs to be like this until tiles are given a material var.
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if(istype(W,/obj/item/stack/tile/carpet))
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padding_type = "carpet"
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var/padding_type
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if(istype(W,/obj/item/stack/tile/carpet)) //CHOMPEDIT: making carpets different and not just the boring basic red no matter carpet type, consider merging material variables at stack level in future - Jack
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var/obj/item/stack/tile/carpet/M = W
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if(M.material && (M.material.flags & MATERIAL_PADDING))
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padding_type = "[M.material.name]"
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else if(istype(W,/obj/item/stack/material))
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var/obj/item/stack/material/M = W
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if(M.material && (M.material.flags & MATERIAL_PADDING))
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@@ -93,7 +93,9 @@
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// Leaving this in for the sake of compilation.
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/obj/structure/bed/chair/comfy
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desc = "It's a chair. It looks comfy."
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icon_state = "comfychair_preview"
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icon = 'icons/obj/furniture_ch.dmi' //CHOMPEDIT START: Making the premade chairs not have the basic chair visible, sometime make the constructed ones work as well
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icon_state = "comfychair"
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base_icon = "comfychair" //CHOMPEDIT END
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/obj/structure/bed/chair/comfy/brown/New(var/newloc,var/newmaterial)
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..(newloc,"steel","leather")
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@@ -16,4 +16,16 @@
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/obj/structure/bed/chair/oldsofa/corner
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icon_state = "sofacornerOLD"
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base_icon = "sofacornerOLD"
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base_icon = "sofacornerOLD"
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/obj/structure/bed/chair/sofa/sif_ora/New(var/newloc,var/newmaterial)
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..(newloc,MAT_SIFWOOD,MAT_CARPET_ORANGE)
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/obj/structure/bed/chair/sofa/left/sif_ora/New(var/newloc,var/newmaterial)
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..(newloc,MAT_SIFWOOD,MAT_CARPET_ORANGE)
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/obj/structure/bed/chair/sofa/right/sif_ora/New(var/newloc,var/newmaterial)
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..(newloc,MAT_SIFWOOD,MAT_CARPET_ORANGE)
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/obj/structure/bed/chair/sofa/corner/sif_ora/New(var/newloc,var/newmaterial)
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..(newloc,MAT_SIFWOOD,MAT_CARPET_ORANGE)
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@@ -30,7 +30,7 @@ var/global/list/stool_cache = list() //haha stool
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update_icon()
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/obj/item/weapon/stool/padded/New(var/newloc, var/new_material)
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..(newloc, "steel", "carpet")
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..(newloc,"steel",MAT_CARPET) //CHOMPEDIT: New tile material system
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/obj/item/weapon/stool/update_icon()
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// Prep icon.
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@@ -121,9 +121,11 @@ var/global/list/stool_cache = list() //haha stool
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user.drop_from_inventory(C)
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qdel(C)
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return
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var/padding_type //This is awful but it needs to be like this until tiles are given a material var.
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if(istype(W,/obj/item/stack/tile/carpet))
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padding_type = "carpet"
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var/padding_type
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if(istype(W,/obj/item/stack/tile/carpet)) //CHOMPEDIT: making carpets different and not just the boring basic red no matter carpet type, consider merging material variables at stack level in future
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var/obj/item/stack/tile/carpet/M = W
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if(M.material && (M.material.flags & MATERIAL_PADDING))
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padding_type = "[M.material.name]"
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else if(istype(W,/obj/item/stack/material))
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var/obj/item/stack/material/M = W
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if(M.material && (M.material.flags & MATERIAL_PADDING))
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